{"push_id":1569154417,"size":1,"distinct_size":1,"ref":"refs/heads/feature/async-lighting","head":"8dfb4ff2c1a7425854d569d314e655edcc5cc6e9","before":"f9f80da9aa84d95946a50db85e86f4ae43ef70cb","commits":[{"sha":"8dfb4ff2c1a7425854d569d314e655edcc5cc6e9","author":{"name":"bloodshot","email":"a19d24f87b1e7897eadd69864fc3dd98c5e4f725@gmail.com"},"message":"Update lighting async.\n\nLighting updates are not cheap and can easily bring down performance\ndepending on the amount of updates being done. In order to avoid bogging\ndown the main thread, many lighting updates will now run async on a\ndedicated thread.\n\n* Added additional checks to avoid monsters spawning in chunks that were\npending lighting updates.\n\nThis commit is based on the following Paper commits\n\nhttps://github.com/PaperMC/Paper-1.7/blob/master/Spigot-Server-Patches/0046-Configurable-async-light-updates.patch\nhttps://github.com/PaperMC/Paper/blob/master/Spigot-Server-Patches/0077-Optimized-Light-Level-Comparisons.patch","distinct":true,"url":"https://api.github.com/repos/SpongePowered/SpongeCommon/commits/8dfb4ff2c1a7425854d569d314e655edcc5cc6e9"}]}
{"actor":{"display_login":"bloodmc"}}